GLdc/samples/lerabot01/main.c

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#include <stdio.h>
#include <time.h>
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#include <stdlib.h>
#include <stdio.h>
#include <math.h>
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#ifdef __DREAMCAST__
#include <kos.h>
#endif
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#include "GL/gl.h"
#include "GL/glu.h"
#include "GL/glkos.h"
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#ifdef __DREAMCAST__
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extern uint8 romdisk[];
KOS_INIT_ROMDISK(romdisk);
#define IMAGE_FILENAME "/rd/flag1.bmp"
#else
#define IMAGE_FILENAME "../samples/lerabot01/romdisk/flag1.bmp"
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#endif
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#include "../loadbmp.h"
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/* floats for x rotation, y rotation, z rotation */
float xrot, yrot, zrot;
/* storage for one texture */
int texture[1];
// Load Bitmaps And Convert To Textures
void LoadGLTextures() {
// Load Texture
Image *image1;
// allocate space for texture
image1 = (Image *) malloc(sizeof(Image));
if (image1 == NULL) {
printf("Error allocating space for image");
exit(0);
}
if (!ImageLoad(IMAGE_FILENAME, image1)) {
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exit(1);
}
// Create Texture
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image bigger than texture
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // scale linearly when image smalled than texture
// 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image,
// border 0 (normal), rgb color data, unsigned byte data, and finally the data itself.
glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data);
free(image1);
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};
/* A general OpenGL initialization function. Sets all of the initial parameters. */
void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
{
LoadGLTextures();
glEnable(GL_TEXTURE_2D);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset The Projection Matrix
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
glMatrixMode(GL_MODELVIEW);
glEnable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glEnable(GL_LIGHT1);
GLfloat l1_pos[] = {5.0, 0.0, 1.0, 1.0};
GLfloat l1_diff[] = {1.0, 0.0, 0.0, 1.0};
GLfloat l1_amb[] = {0.5, 0.5, 0.5, 1.0};
//glLightfv(GL_LIGHT1, GL_AMBIENT, l1_amb);
glLightfv(GL_LIGHT1, GL_DIFFUSE, l1_diff);
glLightfv(GL_LIGHT1, GL_POSITION, l1_pos);
glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0001);
glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.00001);
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GLfloat l2_pos[] = {0.0, 15.0, 1.0, 1.0};
GLfloat l2_dir[] = {0.0, -1.0, 0.0};
GLfloat l2_diff[] = {0.5, 0.5, 0.0, 1.0};
GLfloat l2_amb[] = {0.5, 0.5, 0.5, 1.0};
glEnable(GL_LIGHT2);
glLightfv(GL_LIGHT2, GL_DIFFUSE, l2_diff);
glLightfv(GL_LIGHT2, GL_POSITION, l2_pos);
glLightfv(GL_LIGHT2, GL_SPOT_DIRECTION, l2_dir);
glLightf(GL_LIGHT2, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf(GL_LIGHT2, GL_LINEAR_ATTENUATION, 0.0001);
glLightf(GL_LIGHT2, GL_QUADRATIC_ATTENUATION, 0.00001);
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}
/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
void ReSizeGLScene(int Width, int Height)
{
if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
Height = 1;
glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
}
int check_start() {
#ifdef __DREAMCAST__
maple_device_t *cont;
cont_state_t *state;
cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
if(cont) {
state = (cont_state_t *)maple_dev_status(cont);
if(state)
return state->buttons & CONT_START;
}
#endif
return 0;
}
void DrawTexturedQuad(int tex, float x, float y, float z)
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{
GLfloat texW = 10;
GLfloat texH = 10;
GLfloat x0 = x - texW / 2;
GLfloat y0 = y - texH / 2;
GLfloat x1 = x + texW / 2;
GLfloat y1 = y + texH / 2;
GLfloat color[] = {1.0f, 1.0f, 1.0f, 1.0f};
GLfloat mat_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
GLfloat vertex_data[] = {
/* 2D Coordinate, texture coordinate */
x0, y1, z,
x1, y1, z,
x1, y0, z,
x0, y0, z
};
GLfloat uv_data[] = {
/* 2D Coordinate, texture coordinate */
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f
};
GLfloat normal_data[] = {
/* 2D Coordinate, texture coordinate */
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0
};
GLfloat color_data[] = {
/* 2D Coordinate, texture coordinate */
color[0], color[1], color[2], color[3],
color[0], color[1], color[2], color[3],
color[0], color[1], color[2], color[3],
color[0], color[1], color[2], color[3]
};
//GLint indices[] = {0,1,2,3,2,3};
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
//glEnableClientState(GL_COLOR_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, vertex_data);
glTexCoordPointer(2, GL_FLOAT, 0, uv_data);
glNormalPointer(GL_FLOAT, 0, normal_data);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_ambient);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glVertexPointer(3, GL_FLOAT, 0, vertex_data);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
//glDisableClientState(GL_COLOR_ARRAY);
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}
float delta = 0;
/* The main drawing function. */
void DrawGLScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
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glTranslatef(-50.0f, 0.0f, -100.0f);
GLfloat l1_pos[] = {50 + sin(delta) * 100.0f, 6.0, 5.0, 1.0};
delta += 0.03;
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glLightfv(GL_LIGHT1, GL_POSITION, l1_pos);
//glLightfv(GL_LIGHT1, GL_SPOT_EXPONENT, 3);
DrawTexturedQuad(texture[0], l1_pos[0], l1_pos[1], l1_pos[2]);
for (int i = 0; i < 5; i++)
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DrawTexturedQuad(texture[0], i * 20, 0.0f, 0.1f); // Draw the textured quad.
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// swap buffers to display, since we're double buffered.
glKosSwapBuffers();
}
int main(int argc, char **argv)
{
glKosInit();
InitGL(640, 480);
ReSizeGLScene(640, 480);
while(1) {
if(check_start())
break;
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DrawGLScene();
}
return 0;
}